Steps: - Download and import the last version of the Template (tested on basic 2.1a) - Download, import and install the Rewired last version (tested on 126.96.36.199.U5) - Create a Rewired InputManager on your scene - Follow steps with images above - Replace or take a look into this vThirdPersonInput [Example]
Basically we replace every input call to a rewired input call.
Original: if (jumpInput.GetButtonDown()) Rewired: if (player.GetButtonDown("Jump"))
You will need to create new actions and assign the inputs at the Rewired Editor
Creating New Actions: (in this example we only setup the basic locomotion inputs, but it's the same process for the Melee or Shooter)
And Mouse Mapping:
Don't forget to assign all the inputmappings into a Player:
That's it, it's pretty easy to integrate this one so I think a video tutorial is not necessary.
Are you people on a rampage or something!!! :D Jokes apart, is ICE Creature Control on the pipeline by any chance ?
Could you guys check the possibility of ding feet IK for MegaSplat like bone controller does ?
I just exchange assets with ICE Creature developer - will try to integrate today, let's see how it goes.
about the other comment, I don't understand a single word LOL, Feet IK for MegaSplat? sorry, wuuuut bone controller?
Haha sorry I should've given some background.
So MegaSplat is the new terrain shader that's been around for sometime and is an alternative to RTP v3.1+ . It has a very strong and performance friendly tessellation shader. Downside of using tessellation is that your textures are displaced but the terrain mesh isn't; so positioning feet is challenging. The reason this is a major challenge is because tessellation is a fixed render shader that runs straight on the gpu and we cannot edit it, meaning you can't access the gpu to get the mesh data that has been altered. So when your character moves around it looks like your feet are planted in the ground.
The developer has included a basic script that helps you move your feet correctly when the ground textures are displayed using tessellation and it's been quickly adapted and improved upon by one or two choice 3rd person controllers like Bone Controller or Opsive. So the character correctly positions their feet on the displaced ground.
Even A* path finding now has some level of compatibility with it because it's been quickly adapted by the Terrain Composer and Gaia community members.
A few people actually consider going for bone controller just because the feet IK works. If you guys can support it I am sure it'll be a good thing. I didn't bring this up in the past because you guys were looking at the shooter completely. Now that you're looking at integrations I thought this might interest you guys.
I was looking at doing this modification for Rewired integration in my project. Looking at the code, wouldn't it be more appropriate to modify the GenericInput class in vInput.cs ?
One would also need to modify the various GenericInput constructor calls throughout the template to pass in action names rather than keybindings (or call Rewired directly if using the original method).
Also, if you use the keybind reference HUD, it would need to be rewritten to get the actual keybinds from Rewired's controller maps for the Actions.
With this you can replace the GenericInput fields/initializers with corresponding RewireInputWrapper fields, and keep the needed script modifications to one location in each affected script rather than having to modify every "xxxInput.GetButton" call. For example, in vThirdPersonInput.cs you would change
public GenericInput jumpInput = new GenericInput("Space", "X", "X");to
public RewiredInputWrapper jumpInput = new RewiredInputWrapper("Jump"); Of course you would still need to create all of the corresponding Actions and mappings in Rewired.
Also, there are a number of places in TPC that still call the Unity input system directly.